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WVDraco.DracoNapalmRocket

Extends
Projectile

WVDraco.DracoNapalmRocket Creation date: 2013-11-11 09:21 Last change: $Id$ Copyright (c) 2013, Wormbo

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- WVDraco.DracoNapalmRocket

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
floatAccelRate
boolbAmped
boolbBlockedByInstigator
boolbShuttingDown
class<Emitter>ExplosionParticleSystem
class<Emitter>ExplosionParticleSystemBlue
SoundExplosionSound
class<Emitter>FlightParticleSystem
class<Emitter>FlightParticleSystemBlue
VehicleInstigatorBaseVehicle
ActorPrevTouched
vectorPrevTouchLocation
EmitterProjEffects
class<DamageType>SplashDamageType
floatSplashMomentum
intSubmunitionCount
class<DracoNapalmGlob>SubmunitionType
vectorTouchLocation
vectorTouchNormal
floatTransferDamageAmount
vectorWallLocation
vectorWallNormal
Inherited Variables from Engine.Projectile
bNoFX, bReadyToSplash, bScriptPostRender, bSpecialCalcView, bSwitchToZeroCollision, Damage, DamageRadius, ExplosionDecal, ExploWallOut, HurtWall, ImpactSound, InstigatorController, LastTouched, MaxEffectDistance, MaxSpeed, MomentumTransfer, MyDamageType, SpawnSound, Speed, TossZ, ZeroCollider
Inherited Variables from Engine.Actor
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode

Structures Summary
TVictimInfo
Actor, HL, HN
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
function BlowUp (vector HitLocation))
function ClientSideTouch (Actor Other, vector HitLocation))
event Destroyed ()))
function Explode (vector HitLocation, vector HitNormal))
event FellOutOfWorld (eKillZType KillType))
functionfloat GetRange ()))
function HideProjectile ()))
function HitWall (vector HitNormal, Actor Wall))
function Init (vector Direction))
functionbool IsEffectRelevant (vector SpawnLocation, bool bForceDedicated, optional float MaxDistance))
event PostBeginPlay ()
event PostNetBeginPlay ()))
event PreBeginPlay ()))
function ProcessContact (Actor Other, vector HitLocation, vector HitNormal))
function ProcessTouch (Actor Other, vector HitLocation))
function ProjectileHurtRadius (vector HurtOrigin, vector VDiff, class<DamageType> ImpactedActorDamageType, float ImpactedActorDamageAmount))
event SetInitialState ()))
function Shutdown ()))
function SpawnExplosionEffects (vector HitLocation, vector HitNormal))
function SpawnFlightEffects ()))
function Tick (float DeltaTime))
WaitingForVelocity
function Timer ()))
event TornOff ()))
function Touch (Actor Other))
function UnTouch (Actor Other))
Inherited Functions from Engine.Projectile
BlowUp, CanSplash, CheckMaxEffectDistance, ClientSideTouch, DelayedHurtRadius, EncroachingOn, Explode, GetRange, HitWall, HurtRadius, IsStationary, PostBeginPlay, PostRender2D, ProcessTouch, RandSpin, Reset, SpecialCalcView, Touch
Inherited Functions from Engine.Actor
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange

States Summary
WaitingForVelocity Source code
state WaitingForVelocity
Tick


Variables Detail

AccelRate Source code

var float AccelRate;
Acceleration magnitude. By default, acceleration is in the same direction as velocity

bAmped Source code

var bool bAmped;
Spawned while the instigator had UDamage.

bBlockedByInstigator Source code

var bool bBlockedByInstigator;

bShuttingDown Source code

var bool bShuttingDown;
if true, the shutdown function has been called and 'new' effects shouldn't happen

ExplosionParticleSystem Source code

var class<Emitter> ExplosionParticleSystem;

ExplosionParticleSystemBlue Source code

var class<Emitter> ExplosionParticleSystemBlue;

ExplosionSound Source code

var Sound ExplosionSound;
The sound that is played when it explodes

FlightParticleSystem Source code

var class<Emitter> FlightParticleSystem;

FlightParticleSystemBlue Source code

var class<Emitter> FlightParticleSystemBlue;

InstigatorBaseVehicle Source code

var Vehicle InstigatorBaseVehicle;
If this projectile is fired by a vehicle passenger gun, this is the base vehicle considered the same as Instigator for purposes of bBlockedByInstigator

PrevTouched Source code

var Actor PrevTouched;

PrevTouchLocation Source code

var vector PrevTouchLocation;

ProjEffects Source code

var Emitter ProjEffects;

SplashDamageType Source code

var class<DamageType> SplashDamageType;

SplashMomentum Source code

var float SplashMomentum;

SubmunitionCount Source code

var int SubmunitionCount;

SubmunitionType Source code

var class<DracoNapalmGlob> SubmunitionType;

TouchLocation Source code

var transient vector TouchLocation;

TouchNormal Source code

var transient vector TouchNormal;

TransferDamageAmount Source code

var float TransferDamageAmount;

WallLocation Source code

var transient vector WallLocation;

WallNormal Source code

var transient vector WallNormal;


Structures Detail

TVictimInfo Source code

struct TVictimInfo
{
var Actor Actor;
var vector HL;
var vector HN;
};



Functions Detail

BlowUp Source code

simulated function BlowUp ( vector HitLocation) )
Obsolete. Use ProcessContact() and related functions instead.

ClientSideTouch Source code

simulated function ClientSideTouch ( Actor Other, vector HitLocation) )
Obsolete. Use ProcessContact() instead.

Destroyed Source code

simulated event Destroyed ( ) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )

FellOutOfWorld Source code

simulated event FellOutOfWorld ( eKillZType KillType) )

GetRange Source code

simulated static function float GetRange ( ) )

HideProjectile Source code

simulated function HideProjectile ( ) )

HitWall Source code

simulated singular function HitWall ( vector HitNormal, Actor Wall) )

Init Source code

function Init ( vector Direction) )

IsEffectRelevant Source code

simulated function bool IsEffectRelevant ( vector SpawnLocation, bool bForceDedicated, optional float MaxDistance) )

PostBeginPlay Source code

simulated event PostBeginPlay ( )

PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

ProcessContact Source code

simulated function ProcessContact ( Actor Other, vector HitLocation, vector HitNormal) )

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, vector HitLocation) )
Obsolete. Use ProcessContact() instead.

ProjectileHurtRadius Source code

simulated function ProjectileHurtRadius ( vector HurtOrigin, vector VDiff, class<DamageType> ImpactedActorDamageType, float ImpactedActorDamageAmount) )
Hurt all actors within the specified radius.

SetInitialState Source code

simulated event SetInitialState ( ) )

Shutdown Source code

simulated function Shutdown ( ) )

SpawnExplosionEffects Source code

simulated function SpawnExplosionEffects ( vector HitLocation, vector HitNormal) )

SpawnFlightEffects Source code

simulated function SpawnFlightEffects ( ) )

Tick WaitingForVelocity Source code

simulated function Tick ( float DeltaTime) )

Timer Source code

function Timer ( ) )

TornOff Source code

simulated event TornOff ( ) )

Touch Source code

simulated singular function Touch ( Actor Other) )

UnTouch Source code

function UnTouch ( Actor Other) )


Defaultproperties

defaultproperties
{
	Damage               =    50.0
	DamageRadius         =   220.0
	SplashMomentum       = 20000.0
	TransferDamageAmount =     0.004
	MomentumTransfer     =     4.0
	MyDamageType         = class'DamTypeDracoNapalmRocket'
	SplashDamageType     = class'DamTypeDracoNapalmRocket'
	ExplosionDecal       = class'RocketMark'
	
	SubmunitionType = class'DracoNapalmGlob'
	SubmunitionCount = 8
	
	Mass = 5.0
	Speed = 2000
	MaxSpeed = 6000
	AccelRate = 3000
	bCollideWorld = False
	bNetInitialRotation = False 
	bIgnoreVehicles = True 
	DrawType = DT_None 
	bBounce = True
	TransientSoundVolume = 0.75
	TransientSoundRadius = 500.0
	TossZ = 0.0


	FlightParticleSystem = class'NapalmRocketFlightEffects'
	ExplosionParticleSystem = class'NewExplosionA'
	ExplosionSound = Sound'NapalmRocketExplode'
	AmbientSound=Sound'WeaponSounds.RocketLauncher.RocketLauncherProjectile'
}

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Creation time: Do 14.8.2014 09:58:04.402 - Created with UnCodeX